Havin the possibility to also open cargo bays of inactive bots is good - not automatically switching to the active cargo bay when switching bots is just unlucky design.

Should be changed. Design class 1st grade: make your customers happy - make it simple stupid.

Indust, im designing these systems myself. You can trace everything via the network when its not encrypted asymetrically. Its easy. How do you think packet manipulation is being done? Together with s-ice ethereal will tell you everything.

There already are constant syncronisations - position etc. For the flag, you wouldnt need a realtime synch - on/off is the classic and the differences on server an client would be in the milliseconds. But for that case you could easily set a 'pull' on those timers.

Databases are the least problem - theyre the most performant and efficient element in these structures.

Network overhead? Are you serious? What do you think what containers and environment interaction creates as overhead? Ammunition anyone? They didnt want to recalculate weight on each inventory change which is reasonable since it puts löoad on the server constantly as in calculations. But you worry about a flag which would have the same layout as modules being used. items being picked up - positions? Srsly, get off.

And sure i can know all that what you are denying, when youre experienced in these things. Stop wasting my time pls. Theres no magic involved or wizardry guys - this is just plain basic stuff millions of people know and do on a daily basis.

Not at all glimpse - THEY ALREADY DO IT - but not in this section - whenever you chance anything on your bot, character inventory - on nearly anythng.

The data needed to be sent/stored is so minor its not worth talking about - not even accumulated to 1000s of clients. Even to container opening causes more traffic then what were talking about here.

And of course im able to know what is being server synchronized and whatnot. Its easy to have a look at the network flow.

And im not arguing with myself - i had a simple question which isnt answered yet. You starting on how complicated these MOST BASIC things are. And this is simply wrong no matter how you try to turn it and come with your dabating class like amateur rethoric.

Glimpse pls stop trying to be a smartass - i know what im talking about. If this game is based on some sort of solid development, then its very easy to implement. If its not - then its doomed - which would surprise me since everything is working great for the game.

And hence the question - the game looks good - so why not these simple changes? You dont seem to know what your talking about btw - if you had any clue on this subject you would laugh your *** off aboud what youre talking about.

And your even wrong - the needed technique to implement what were talking about is already there - and they do it on any data retrieval element in the GUI - like payment history and whatnot.

If they said its hard to do - they just wanted to put a lock on that discussion - which obviously worked.

The required featureset is the most underlying and basic thing in client/server/database networkin engines. Its like saying their gfx dep. cant create a bitmap.

If you turn on any module there of course is client/server interaction and serverside sets a flag in the active char profile. This doent have to do with cycles of the module - its merely an example that the basic infrastructure for sending that data, keeping and evaluating it is of course in place - and that was aimed at the smartassing above tongue

But yes - if they already log last agression - then its even easier to do. So - why isnt it in place? ;D

And no Neoxx i wasnt wrong at all - i didnt imply there is a pull/push system on each module cycle.

Anni, it is easy to implement - this is more then basic stuff. they already do it in certain parts of the game - just not in that area. so the featureset already is there. theres no need to write lots of stuff.

the whole code for that wouldnt be longer then some dina-4 pages at most. theres no need to be so offensive guys. this really is a minor task.

for example - they do it already half way - your modules now will run even on disconnect which means they dump that data into the character profile.

this already is 50% of the needed work. now they just need to do that for "buffs" also which would be just another databse entry on a diff table - and load it upon spawning.

done.

you can do that with any sort of database connecten system - whatever it looks like - they have a feature to read and write.

most certainly, they wanna add content now without overhauling certain parts of the game, which would be understandable.

but thats not what this is about - they could do it within some days from first draft to a tested version - thats sure.

but this here is about if it was a good idea or not.

Yes i get it - but to change that it takes uhm - not as long as writing this here...

Its a database entry. If they can have nexus/interference/sense amp etc effects - they easily can have those persistent.

Its like saying they cannot save you account/email in the login screen. You dump them on zoning and load em on the other side.

But anyway - thats doesnt lead anywhere now ;D

Thats fine Neoxx, but still - not zoning with pvp flag is just plain silly. biggest immersion breaker for me.

If SYN doesnt want that - why is there a pvp trigger on alpha? Its not consistent in itelf.

1. cant really comment on the outpost situation - but i in general the the owning party should be able to draw back.

Yes Glimpse, synch whoring - of course needs to be prevented - and this is done by the goal the attackers and defenders have when attacking an OP. if the defenders cant keep their presence outside - then the goal must be designed so that they cannot be successful in defending it. simple.

if that isnt the case - the OP attack should be re-designed. and until its done - synchwhoring must not be possible.

(Neocron was great in that point: you needed hackers which entered the paralell world called hacknet to get to the op and hack it from within and also a party in the "real" world to complete the hack.

Defenders could synch in and out - but needed defense within the hacknet and outside to prevail.

2. Alexander, sry but this simply cannot be true. honestly - it prolly takes a day to implement the basic featureset to maintain "buffs" over transitions.

I dont fully get why a pvp flag inhibits jumping/zoning and would tend to see that turned off.

1. People who get attacked on beta and defend should suffer from that.
2. It kind of gives an artificial instanced feel to the game when you are inhibitet in doing something.

3. Isee no negative consequences to pvp by turning the jumbing/entering feature off. At least the teleporting/jumping inhibition.

4. I understand that nobody should be able to fire and then hide in a terminal - allthough this should be possible on lawless outposts.

5. Fleeing a combat from beta to alpha wouldnt be affected since the pvp flag would also be there on alpha and people could be tracked, followed and killed there easily as well.

6. It would break up the artificial pvp barrier between alpha and beta if we see flagged people fleeing to alpha - hopefully some resulting pvp would happen on alpha side.

7. Alpha sides are already part of the pvp as in scouting - so why not make it complete?

Thanks for any hint on why teleporting is inhibited while being flagged.

Hey, there were no more players left tongue - and yes that was a great time. whatever takes both sides busy for 17 hours - is likely to be fun for both sides tongue unfortunately it was the only event of that scale.

HARL all the way - been nice enemies in MO.

Since most of the pvp encounters are set ins stone after the individual and group fitting has been done - and i find this rather static - id like to see mobile units which allow re-equipping in the field!

Yes a major bonus - but if you consider that these stations/bots need to actually hold the items you wish to change - it can also be a major target and lotsa losses smile

I'd think of a modified sequer which can only be used to refit other bots when he is stational. the cooldown of stationing/lowering profile of that bot - would be like 10 minutes, stationing itself would take 1 minute or something - so it cannot flee in case of being rushed - and cannot be used immediately.

Yes, something like these ideas would add more possibilities to pvp - skillsets, squads - and could possibly break up blobs - anyway it would be fun - team coordination etc.

I think it would be a neat feature if you could equip tactical weapons as in long range weapons.

You cant shoot them directly at a target, but need someone in the target area to mark a static coordinate on the ground.

This coordinate is then being broadcasted to the long range guy who targets that coordinate from up to 5000m and fires his weapon.

These could be missiles, em or laser/plasma grenades. Heavy AoE dmg on a static non moving coordinate, long reload time only usable with a second person to mark the target.

18

(1 replies, posted in Feature discussion and requests)

Alpha and beta island see a million bullets and shells each day from player and npcs.

With the current ressource system in place and minelayers coming - there should be nonstarters all around randomly being triggered to add some fun...

If its possible - and im sure it is - the chance to trigger a nonstarter should increase greatly anywhere where battles happen a lot - farm spots - outposts - stations - main routes.

Wasnt there something with height maps or whatever - re-loading too often after crossing a certain node? I remember a thread on this issue. Stuttering is gone after relogging - feels like a mem-leak.

20

(12 replies, posted in General discussion)

I can run multiple (at least 2) instances on my 5 year old machine with agp gfx card - so - dunno if its that badly optimized.

No, not a bad idea - of course not - but you would now still need 362.880 thousand! lvl 2 decoders to form a lvl 10 as opposed to the first numbers where you needed more then 3.6 million lvl1 decoders.

the ratio in which low lvl decoders are needed to form a higher lvl one opposed to less higher lvl decoders needed to build a higher one is way out of line that way:

you would need 362.880 lvl 1 decoders but only 24 lvl 7 decoders to form a lvl 10 decoder.

your algorithm: x = (x-1)*((x*-1)+11) creates an degrading imbalance between lvl 1 decoders which will be even worth less then now - or higher lvl decoders, which become exponentially more expensive then now.

but still - a good idea - just a different math needed.

1 lvl10 = 632*lvl3 + 1052*lvl2 + 1160*lvl1

would be a crapload but still feasible.

All this shouldnt influence pvp it all - if it does theres something else wrong.

Outposts should give way more bonus to crafting items - not only make them less expensive but make them better.

The problem isnt safe zones - it never is - its the core mechanics which lead to pvp or inhibit it.

Safe zones do not inhibit pvp - they inhibit camping to a point where victims can decide wether to die without a chance or withdraw.

If thats the kind of pvp you are missing then there is more wrong then obvious.

Evolution wrote:

i was thinking of something like
from ql 1 -> ql 2, u'll need 10x ql 1 decoders
from ql 2 -> ql 3, u'll need 10x ql 2 decoders

and so on.

but this rates will be influenced by rifinery skill.

or better, from dec 1 to dec 2, u'll need 10x dec 1
from 2 to 3, 9x dec 2
from 3 to 4, 8x dec 3
from 4 to 5, 7x dec 4
from 5 to 6, 6x dec 5
from 6 to 7, 5x dec 6
from 7 to 8, 4x dec 7
from 8 to 9, 3x dec 8
from 9 to 10, 2x dec 9


;D You would need 3.628.800 lvl 1 decoders to make 1 lvl 10 tongue

Good idea.

I'd do something like this:

x = (1*(x-1)) + (2*(x-2))+1 + (3*(x-3))+2

where x is the decoder lvl you aim for.

This would mean - to make a lvl 10 decoder you'd need:

1 lvl10 = 1 lvl9 + 3 lvl8 + 5 lvl7

the others would be made of:

1 lvl9 = 1 lvl8 + 3 lvl7 + 5 lvl6

1 lvl8 = 1 lvl7 + 3 lvl6 + 5 lvl5

1 lvl7 = 1 lvl6 + 3 lvl5 + 5 lvl4

1 lvl6 = 1 lvl5 + 3 lvl4 + 5 lvl3

1 lvl5 = 1 lvl4 + 3 lvl3 + 5 lvl2

1 lvl4 = 1 lvl3 + 3 lvl2 + 5 lvl1

now to start from scratch and only start with decoders lvl1-3 you would need:

1 lvl5 = 4*lvl3 + 7*lvl2 + 5 lvl1

1 lvl6 = 12*lvl3 + 16*lvl2 + 20*lvl1

1 lvl7 = 29*lvl3 + 55*lvl2 + 60*lvl1

1 lvl8 = 85*lvl3 + 133*lvl2 + 145*lvl1

1 lvl9 = 232*lvl3 + 378*lvl2 + 425*lvl1

1 lvl10 = 632*lvl3 + 1052*lvl2 + 1160*lvl1